Show us your 3Delight renders

17475777980100

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  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    thx,

    made slight adjustments here playing around with indirect lighting strenght and maximum trace distance (uberenvironment of course, IL with directional shadows mode); as for render times, both around 8 mins with a i7 8700 and gtx 1080

    3De.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621

    thx,

    made slight adjustments here playing around with indirect lighting strenght and maximum trace distance (uberenvironment of course, IL with directional shadows mode); as for render times, both around 8 mins with a i7 8700 and gtx 1080

    Yeah I think it improved with the changes you made. Looks more "physically plausible". It's funny how the street changes shape when rendered in 3DL. Don't know if it's displacement or possibly surface smoothing;)

  • Sven DullahSven Dullah Posts: 7,621

    Here's something I posted in the carlovers thread a while back...not related to the above post in any way=)

  • mori_mannmori_mann Posts: 1,152

    Something I whipped up for teh RAM-challenge and because I could:

  • SaphirewildSaphirewild Posts: 6,668

    I think it looks great Mori_Mann!!

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019

    Just a quick test with Sinbad's Magic Gems shader, renders fast and looks real nice IMO:) 3min with an AoA distant light + AoA ambient. The metal is just plain DS default.

    I've had the gem shader for a while, just never got around to use it, it's able to produce some real nice caustics effect. Works in IRay too btw.

    image

    Sinbad's Magic Gem shader.png
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    Post edited by Sven Dullah on
  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    testing different skin setups

    @Sven: how do you get likely glass and chrome materials like in the old car IBL render? it's pretty difficult to achieve in Daz IMHO

    3de.jpg
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    Post edited by magaremoto on
  • SaphirewildSaphirewild Posts: 6,668
    edited November 2019

    Playing around with some stuff I got during the PC+ Anniversary sales!!

    I think this one turned out great other then the bottles and glass being green in color not sure why that is!!

    Titled: BBQ Picnic

    BBQ Picnic Add On.jpg
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    Post edited by Saphirewild on
  • Sven DullahSven Dullah Posts: 7,621

    testing different skin setups

    That's an impressive bunch of gals;)

    @Sven: how do you get likely glass and chrome materials like in the old car IBL render? it's pretty difficult to achieve in Daz IMHO

     

    Well it's HDRI lit, but not using IBL-master. I use wowie's aweSurface with scripted pathtracing. Here are some links if you feel like looking into it:

    aweshading-kit-10-for-daz-studio         /awe-surface-shader-a-new-physically-plausible-shader-for-daz-studio-and-3delight/p1

    wowie's free stuff

    aweSurface uses a physically based rendering (PBR) metalness / roughness workflow, so, simple as that:) Yeah, using the ds default- or UberSurface- or AoA SS shaders will require a lot more work to get a physically plausible effect. I had to make a few controlmaps to get that weathered look, (metalness, roughness, specular maps).

  • magaremotomagaremoto Posts: 1,227

    thx Sven, looks great; render times?

    I'm going to give it a try :)

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019

    thx Sven, looks great; render times?

    I'm going to give it a try :)

    No general answer to that question I'm afraidsmiley. The car rendered in about 10 min. Awe can't beat Iray on GPU rendering yet, but if you compare CPU rendering, generally awe is about 5 times faster. The scenes can be optimized for speed in various ways, since shadow- and SS samples are set up per surface. The area PT light shader is very fast, and I use it for pretty much everything. I think if you use Omnifreaker's stuff (arealight, UE2 in one of the bouncelight modes) aweSurface beats it. Best thing is wowie is constantly working on improvements, optimizing stuff, and releasing updates and hotfixes. And there is a preview of his brand new aweHair shader in his free stuff folder as well. For more questions about awe and pathtracing, please visit my awe test track thread here:

    the-official-awesurface-test-track#latest

    I got this product https://www.daz3d.com/space-station a while ago and, for once, tried to recreate the IRay promos with awe. Here is one of the promos:

    ...and my first attempt with awe:

    Then I looked up some real footage from ISS etc and realized it needs a makeoverlaugh So here is the current version, still need to fill it up with cables and hoses and whatnot:

    IIRC this rendered in about 40 min. Tried the IRay version, aborted after 60 min, 5% done.

     

    Post edited by Sven Dullah on
  • magaremotomagaremoto Posts: 1,227

    cool indeed, in the latest version the AO looks more realistic

    did you ever try to render a scene with vegetation? never satisfied with it even with iray, octane makes the foliage way better IMO

  • Sven DullahSven Dullah Posts: 7,621

    Vegetation...hmmm let's see...

    ...devil

    I think I posted these in here somewhere, but here you go...

  • SaphirewildSaphirewild Posts: 6,668
    edited November 2019

    Again playing with some stuff I got during the PC+ sales!

    Titled: Big Bus Stop

    Big Bus Stop.png
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    Post edited by Saphirewild on
  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    my latest attempt to get a convincing vegetation in 3delight; the foliage has to be adjusted mostly

    3de.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621

    my latest attempt to get a convincing vegetation in 3delight; the foliage has to be adjusted mostly

     

    Looks very realistic, unless you view it in original size. There's this noise all over, are they forum compression artefacts or something with your settings?

  • Sven DullahSven Dullah Posts: 7,621

    Again playing with some stuff I got during the PC+ sales!

    Titled: Big Bus Stop

    I bet the bus will never comelaugh

  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    thx Sven,

    you're right, the shadow samples were too low and the occlusion ones as well

    this is the final shot but I need to adjust leaves here and there

    3de.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019

    thx Sven,

    you're right, the shadow samples were too low and the occlusion ones as well

    this is the final shot but I need to adjust leaves here and there

    It's better, still some grain though. So what lighting mode are you using on the UE2? Might want to decrease the UE2 shading rate  also? And are you using progressive mode. You may know progressive disables the pixel filters, and of course uses a number of shortcuts to speed up rendering. Basically it's meant for fast previewing;) And one more thing, you may want to up the pixel samples to get rid of some of the noise created by DoF. 8 x 8 or 10 x10 are good numbers, especially with heavy DoF.

    Btw, nice looking character hair and outfit. Would look absolutely stunning if you can get rid of the grain;)

    Post edited by Sven Dullah on
  • magaremotomagaremoto Posts: 1,227

    thx for the hints Sven, really appreciated :)

    as for the gal, it's a 3D scanned figure you can grab here.

    https://www.cgtrader.com/3d-models/character/woman/leather-outfit-girl

  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    another try focusing on indirect lighting and ambient occlusion

     

    Post edited by magaremoto on
  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    double post

     

    3de.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621

    thx for the hints Sven, really appreciated :)

    as for the gal, it's a 3D scanned figure you can grab here.

    https://www.cgtrader.com/3d-models/character/woman/leather-outfit-girl

    Aah, very nice looking lo poly stuff:) A question...what kind of controlmaps are provided? (bump-, normal- etc) I'm tempted to take advantage of their Black Friday deal;)

     

    another try focusing on indirect lighting and ambient occlusion

    Nice street scene! You may have overdone the AO strength though, if you look at the neck and chin of that girl, it doesn't really look like proper light bounce IMO. Nevertheless it's a cool scene.

  • magaremotomagaremoto Posts: 1,227
    edited November 2019

    well, typically they come out with diffuse, normal and specular maps like in many of the following good free models:

    https://renderpeople.com/free-3d-people/

    you are right one more time Sven, I guess I have to tweak the trace distance without washing out the shadows under the boots

    btw I find that default gamma value of 2.2 is a bit too high for 3De, it works better in 1.8-2.0 range IMO

    Post edited by magaremoto on
  • magaremotomagaremoto Posts: 1,227
    edited December 2019

    final shot :)

    3de.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621
    edited December 2019

    well, typically they come out with diffuse, normal and specular maps like in many of the following good free models:

    https://renderpeople.com/free-3d-people/

    Ok, tks!

    btw I find that default gamma value of 2.2 is a bit too high for 3De, it works better in 1.8-2.0 range IMO

    I definitely wouldn't go that route, rather look into shader- and light settings. IMO gamma 2.20 with gamma correction ON (for a linear workflow) is the only way to achieve correct shading and lighting. And this is especially true for PBR rendering like aweSurface.

    https://www.vfxwizard.com/tutorials/gamma-correction-for-linear-workflow.html

     

    final shot :)

    Nice jobyes

    Post edited by Sven Dullah on
  • magaremotomagaremoto Posts: 1,227

    thx Sven,

    anyway a couple of things are unconvcining to me yet: the occlusion color is maybe too dark and the fresnel effect applied to reflection is poor (actually I dunno how to get it), as well as the blurred one - see the reddish reflection on the cobbles

  • magaremotomagaremoto Posts: 1,227
    edited December 2019

    testing skin and occlusion

    3de.jpg
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    Post edited by magaremoto on
  • Sven DullahSven Dullah Posts: 7,621

    testing skin and occlusion

    All in all looks more in balance than the city scene, nice! So you're using the OmUberSurface on the skin? Pretty cool looking! I figure that took a while to rendercool

  • magaremotomagaremoto Posts: 1,227

    thx Sven, in effect I found a balance between occlusion strength and max trace distance good for almost every lighting and shader; about the skin I've been using the default shaders coming with each character, tweaked and adjusted only slightly; obviously I prefer the MDL version but even the RSL sometimes can be used turning to 0 the translucency. As far as I know I have never used the ubersurface nor purchased, unless is somehow integrated into default vendor skins. Render times: around 2 hours but the most part was taken by the noise filter, seriously tested by the foliage; raytracing took only few minutes to render the whole, one of the fastest I've ever experienced

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